My first OpenGL (JOGL) 2D game.The graphics are made up entirely of typographical ornaments, aka dingbats, and some web tiles, mixed together with gratuitous blending, fading, zooming, etc.

The game is fully functional but still beta. I've tested it on some different computersbut still need to test more. I am much interested in any kind of feedback: does it run smoothly enough, does it run at all,do you like the graphical effects and the gameplay, etc.

Instructions:

Click to lay markers to blow up the dingbats.Earn clicks by blowing up multiple dingbats in one go.Watch out for the alarm timer, if it goes off the dingbats will come after you!

Runs perfectly here in 1920x1200.One problem: you can't see that "really want to quit?" window when already in fullscreen mode. I hit escape and the game just froze until I tabbed that window to front. He, I'm on Vista, I'm used to those screens Nice game, btw.

Thanks for the feedback! I should do something about that window, and about the mouse cursor being invisible too much too. You can also exit immediately using Shift-Esc by the way.The webstart tip also comes in useful.

Brackeen:

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Running a little slow here on my Mac - It's acting like it's software rendering, not hardware. I had the same experience with the other JGame demos.

Which version of the games ran slowly on your apple: the opengl webstart, the non-opengl webstart, or the applets?

Which resolution? What machine did you run them on?

Ah, accursed performance! The engine is made to use graphics acceleration even on a 10 year old NetBSD machine running a remote X server, but, oh well, somehow, the surprises never end. Did anyone notice that a JOGL applet runs slower than a JOGL webstart?? Mine do. Any ideas why?

Yeah, it's weird, on this machine the non-OpenGL webstart versions run smoother than the OpenGL ones. I run about 1024x768, and the OpenGL webstart versions take up a lot of CPU. The smaller the window size, the less the CPU, so I'm guessing it's somehow falling back on a software renderer.

I ran some LWJGL/Slick games recently and it was smooth, so it shouldn't be a problem with the machine itself.

It would be good if there was better visual feedback when you are near the borders of the game area. Now it's quite easy to get accidentally trapped near the edges. Also, when playing in windowed mode, the mouse cursor may be moved outside the window, which often results in losing a life.

Runs really slow (unplayable) on my (also really slow...) PC@work (P4 2.4Ghz, XP, Java5, Intel onboard crap from the stoneage), but works fine on my EEEPC, albeit it's very hard to play it with a touchpad...

Yeah, it's weird, on this machine the non-OpenGL webstart versions run smoother than the OpenGL ones. I run about 1024x768, and the OpenGL webstart versions take up a lot of CPU. The smaller the window size, the less the CPU, so I'm guessing it's somehow falling back on a software renderer.

The non-opengl version doesn't require any 3D acceleration, so it generally runs faster.

It is possible that the OpenGL slowness is caused by the TextureRenderer class I'm using. This translates 2D drawing operations to an OpenGL texture. I've seen that it runs slowly on some machines. However, it should only be slow when scrolling. I tested it on an older apple and noticed it ran at erratic speeds. It was slow when scrolling but reasonably fast (using 3D acceleration) when not scrolling.

Another possibility is that there's a software fallback problem with wrapping NPOT textures with your card/drivers. See for example this forum: